class UTWeap_ThrowWeapon extends UTWeapon;

// muffinbom

defaultproperties
{
	/*Begin Object Name=PickupMesh
		SkeletalMesh=SkeletalMesh'Artalpha.Muffin'
	End Object
 
	Begin Object Name=FirstPersonMesh
		SkeletalMesh=SkeletalMesh'Artalpha.Muffin'
		AnimSets(0)=AnimSet'GDC_Materials.Meshes.SwordAnimset'
		Animations=MeshSequenceA//Slice_01
	End Object*/

	Begin Object class=SkeletalMeshComponent Name=GunMesh
		SkeletalMesh=SkeletalMesh'Artalpha.Muffin'
		HiddenGame=FALSE 
		HiddenEditor=FALSE
    end object
    Mesh=GunMesh
    Components.Add(GunMesh)

	FireInterval(0)=1;
	WeaponFireTypes(0)=EWFT_Projectile
	WeaponProjectiles(0)=class'UTProj_Throw'

	bInstantHit=false
	bSplashJump=false
	bRecommendSplashDamage=false
	bSniping=false
	ShouldFireOnRelease(0)=0

	//InstantHitDamage(0)=35.0
    //InstantHitDamage(1)=35.0

	DefaultAnimSpeed=0.9
 
	//AttachmentClass=class 'UTAttachment_ThrowWeapon'
 
	//PivotTranslation=(Y=25.0,Z=50)
 
	ShotCost(0)=1
	ShotCost(1)=1

	FireOffset=(X=19,Y=10,Z=-10)
 
	//MessageClass=class'UTPickupMessage'
	//DroppedPickupClass=class'UTDroppedPickup'
 
	MaxAmmoCount=1
	AmmoCount=1
 
	WeaponRange=4000
}

simulated event SetPosition(UDKPawn Holder)
{

}

simulated function StartFire(byte FireModeNum)
{
	super.StartFire(FireModeNum);
}


simulated function Projectile ProjectileFire()
{
	local UTProj_Throw SpawnedObject;
	local Vector s;


	if(AmmoCount<0)
		return none;

	s = Owner.Location;

	SpawnedObject = Spawn(class 'UTProj_Throw',,, s);
	SpawnedObject.Shooter = Owner;
	//SpawnedObject.Init( vector(AddSpread(MyVehicle.WeaponRotation)));
	return SpawnedObject;
}
